RailAI

RailAI 1.04

Hello, I just wanted to say that this addon's really cool, I think I've gotten a bit better at Ringslinger by messing around with these bots, but I have a few ideas that I think could made this better:

I think everyone knows by now that the AI does tend to get stuck when doing certain things, especially when trying to collect an item that they're unable to (mainly the Reload Rings in Ringslinger NEO). I've also noticed that when they do this, they don't try to attack other players at all. Upon further investigation, I found out that items always take priority over attacks.

What I'm saying is maybe there could be a system of priorities where rings are top priority until the AI gets at least 15 of them, then players become priority #1. Powerups could stay at lowest priority, because then if you get close to an AI while it's stuck, then it'll get unstuck and start attacking you. On that note, maybe escaping from underwater could also be a big priority since sometimes the AI get into big fights underwater and they all end up drowning.

Also, maybe there could be a system of modes that the AI can switch between. There could be four modes: Neutral, Chase, Evade, and Search. When an AI doesn't spot anyone, it can go into either Neutral Mode or Search Mode. In Neutral Mode, the AI doesn't interact with any AIs or Players, and focuses on collecting rings and powerups. In Search Mode, the AI actively looks for a player to start attacking. The AI can switch between Neutral and Search modes at any time, but if either the AI is hit or it spots another AI or a player, it goes into either Chase Mode or Evade Mode. In Chase Mode, the AI goes after the target, throwing rings at it. In Evade Mode, the AI runs away from the target, sometimes throwing rings at it. An AI in Chase or Evade Mode will stay in that mode until either it or the target is hit, in which it either stays in Chase Mode or goes into Evade Mode. If an AI in Evade Mode gets far enough away from its target, it goes into either Neutral or Search mode. An AI with less than 15 rings will always go into Neutral Mode, unless it is in Chase Mode. An AI with no rings will ALWAYS go into either Evade Mode or Neutral Mode, depending on the circumstances.

Maybe you could also expand on this and add different Play Styles that an AI can have. There could be Hit-and-run, Passive, Aggressive, and Campy Play Styles. Hit-and-run AIs always go into Evade Mode after hitting someone in Chase Mode and are a lot more likely to go into Search Mode than Neutral Mode. Passive AIs never go into Chase Mode until hit and are more likely to go into Evade Mode than Chase Mode. They also never go into Search Mode. Aggressive AIs never go into Evade Mode until they have less than 15 rings. They also move around a bit more when attacking in order to evade other attacks. Campy AIs act a bit differently than the other modes. They initially try and find a spot close to them to go to, then they stay in that spot. When they have less than 15 rings, they will collect a few, but then make their way back to the spot. They never go into Chase Mode, and instead are able to shoot targets from Search Mode, which restricts them to a small area outside of the spot. If a Campy AI is spotted, it automatically picks a new spot to go to, and goes into a normal Evade Mode. Each AI can switch its Play Style whenever it respawns.

Keep in mind that, although I did try to flesh them out as much as I could (which isn't a lot 'cuz I have no creativity), these are just rough concepts, and there are probably a few contradictions that I missed. Also, you don't have to add any of these if you don't want to, since it's your addon and these are only suggestions. That being said, the addon's still great regardless, and I can tell that you put a lot of effort into it!

oh yeah and thanks for taking the time to read through this entire essay lol
 
Hello, I just wanted to say that this addon's really cool, I think I've gotten a bit better at Ringslinger by messing around with these bots, but I have a few ideas that I think could made this better:

I think everyone knows by now that the AI does tend to get stuck when doing certain things, especially when trying to collect an item that they're unable to (mainly the Reload Rings in Ringslinger NEO). I've also noticed that when they do this, they don't try to attack other players at all. Upon further investigation, I found out that items always take priority over attacks.

What I'm saying is maybe there could be a system of priorities where rings are top priority until the AI gets at least 15 of them, then players become priority #1. Powerups could stay at lowest priority, because then if you get close to an AI while it's stuck, then it'll get unstuck and start attacking you. On that note, maybe escaping from underwater could also be a big priority since sometimes the AI get into big fights underwater and they all end up drowning.

Also, maybe there could be a system of modes that the AI can switch between. There could be four modes: Neutral, Chase, Evade, and Search. When an AI doesn't spot anyone, it can go into either Neutral Mode or Search Mode. In Neutral Mode, the AI doesn't interact with any AIs or Players, and focuses on collecting rings and powerups. In Search Mode, the AI actively looks for a player to start attacking. The AI can switch between Neutral and Search modes at any time, but if either the AI is hit or it spots another AI or a player, it goes into either Chase Mode or Evade Mode. In Chase Mode, the AI goes after the target, throwing rings at it. In Evade Mode, the AI runs away from the target, sometimes throwing rings at it. An AI in Chase or Evade Mode will stay in that mode until either it or the target is hit, in which it either stays in Chase Mode or goes into Evade Mode. If an AI in Evade Mode gets far enough away from its target, it goes into either Neutral or Search mode. An AI with less than 15 rings will always go into Neutral Mode, unless it is in Chase Mode. An AI with no rings will ALWAYS go into either Evade Mode or Neutral Mode, depending on the circumstances.

Maybe you could also expand on this and add different Play Styles that an AI can have. There could be Hit-and-run, Passive, Aggressive, and Campy Play Styles. Hit-and-run AIs always go into Evade Mode after hitting someone in Chase Mode and are a lot more likely to go into Search Mode than Neutral Mode. Passive AIs never go into Chase Mode until hit and are more likely to go into Evade Mode than Chase Mode. They also never go into Search Mode. Aggressive AIs never go into Evade Mode until they have less than 15 rings. They also move around a bit more when attacking in order to evade other attacks. Campy AIs act a bit differently than the other modes. They initially try and find a spot close to them to go to, then they stay in that spot. When they have less than 15 rings, they will collect a few, but then make their way back to the spot. They never go into Chase Mode, and instead are able to shoot targets from Search Mode, which restricts them to a small area outside of the spot. If a Campy AI is spotted, it automatically picks a new spot to go to, and goes into a normal Evade Mode. Each AI can switch its Play Style whenever it respawns.

Keep in mind that, although I did try to flesh them out as much as I could (which isn't a lot 'cuz I have no creativity), these are just rough concepts, and there are probably a few contradictions that I missed. Also, you don't have to add any of these if you don't want to, since it's your addon and these are only suggestions. That being said, the addon's still great regardless, and I can tell that you put a lot of effort into it!

oh yeah and thanks for taking the time to read through this entire essay lol
yeah the thing with ai staying in 1 place is a annoying problem
 
Hello, I just wanted to say that this addon's really cool, I think I've gotten a bit better at Ringslinger by messing around with these bots, but I have a few ideas that I think could made this better:

I think everyone knows by now that the AI does tend to get stuck when doing certain things, especially when trying to collect an item that they're unable to (mainly the Reload Rings in Ringslinger NEO). I've also noticed that when they do this, they don't try to attack other players at all. Upon further investigation, I found out that items always take priority over attacks.

What I'm saying is maybe there could be a system of priorities where rings are top priority until the AI gets at least 15 of them, then players become priority #1. Powerups could stay at lowest priority, because then if you get close to an AI while it's stuck, then it'll get unstuck and start attacking you. On that note, maybe escaping from underwater could also be a big priority since sometimes the AI get into big fights underwater and they all end up drowning.

Also, maybe there could be a system of modes that the AI can switch between. There could be four modes: Neutral, Chase, Evade, and Search. When an AI doesn't spot anyone, it can go into either Neutral Mode or Search Mode. In Neutral Mode, the AI doesn't interact with any AIs or Players, and focuses on collecting rings and powerups. In Search Mode, the AI actively looks for a player to start attacking. The AI can switch between Neutral and Search modes at any time, but if either the AI is hit or it spots another AI or a player, it goes into either Chase Mode or Evade Mode. In Chase Mode, the AI goes after the target, throwing rings at it. In Evade Mode, the AI runs away from the target, sometimes throwing rings at it. An AI in Chase or Evade Mode will stay in that mode until either it or the target is hit, in which it either stays in Chase Mode or goes into Evade Mode. If an AI in Evade Mode gets far enough away from its target, it goes into either Neutral or Search mode. An AI with less than 15 rings will always go into Neutral Mode, unless it is in Chase Mode. An AI with no rings will ALWAYS go into either Evade Mode or Neutral Mode, depending on the circumstances.

Maybe you could also expand on this and add different Play Styles that an AI can have. There could be Hit-and-run, Passive, Aggressive, and Campy Play Styles. Hit-and-run AIs always go into Evade Mode after hitting someone in Chase Mode and are a lot more likely to go into Search Mode than Neutral Mode. Passive AIs never go into Chase Mode until hit and are more likely to go into Evade Mode than Chase Mode. They also never go into Search Mode. Aggressive AIs never go into Evade Mode until they have less than 15 rings. They also move around a bit more when attacking in order to evade other attacks. Campy AIs act a bit differently than the other modes. They initially try and find a spot close to them to go to, then they stay in that spot. When they have less than 15 rings, they will collect a few, but then make their way back to the spot. They never go into Chase Mode, and instead are able to shoot targets from Search Mode, which restricts them to a small area outside of the spot. If a Campy AI is spotted, it automatically picks a new spot to go to, and goes into a normal Evade Mode. Each AI can switch its Play Style whenever it respawns.

Keep in mind that, although I did try to flesh them out as much as I could (which isn't a lot 'cuz I have no creativity), these are just rough concepts, and there are probably a few contradictions that I missed. Also, you don't have to add any of these if you don't want to, since it's your addon and these are only suggestions. That being said, the addon's still great regardless, and I can tell that you put a lot of effort into it!

oh yeah and thanks for taking the time to read through this entire essay lol
Starting today, I'm going to start updating this again.
I like your concept of these modes. I will try to implement similar features.
And because of the lag and limitations, I will make a new feature, a feature that will make bots remember where they were and resort back to it.
And I will see if its possible to make automatic pathfinding without lagging the game even more.
 
Blur updated RailAI with a new update entry:

Changelogs V1.03

Samus support added by SubsonicBeatz154#8432.

What they can do:
Uses beam and missiles in conjunction with each other when they have missile ammo, else just beam.
Periodically uses Charge Beam, or Super Missiles if ammo is available.
Destroy monitors with beam and collect upgrades.
Randomly swaps between their available beams.
Unmorphs after a few seconds if stuck in Morph Ball.

What they can do that I didn't specifically script:
Spams bombs in Morph Ball if collected.
Use Beam Combo's...

Read the rest of this update entry...
 
I love seeing samus support!
Although one feature I would recommend eventually implementing is a command to control bots depending on player counts, for example you open the server with 4 bots, and as soon as a player joins you remove one of the bots.
Do this for every player and there should be no bots when there's 4 or more players.
I think this would help players who are alone stick around for longer.
 
I love seeing samus support!
Although one feature I would recommend eventually implementing is a command to control bots depending on player counts, for example you open the server with 4 bots, and as soon as a player joins you remove one of the bots.
Do this for every player and there should be no bots when there's 4 or more players.
I think this would help players who are alone stick around for longer.
that was an idea i thought of a while ago.
I'll try to resurface that idea soon.
 
- - Error Report - -
The bots rarely stuck on monitors without spinning or jumping.
PS:Are they compatible with battle mod?
EDIT:Yes they do and they are too powerful.
 
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could you share a gif of this?
if it's too big, post it in a private discord you own and paste the image link here.
srb20033.gif
it just happens with characters that can't spin.
 
Whenever I try to add a bot, I get this error:
1683563256248.png


Is this just addon order, or something seriously wrong with this mod?

EDIT: After some digging, I've found out that this error occurs because I'm trying to use this mod in a dedicated server.
 
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